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<ep-patent-document id="EP02724568B1" file="EP02724568NWB1.xml" lang="en" country="EP" doc-number="1401547" kind="B1" date-publ="20120125" status="n" dtd-version="ep-patent-document-v1-4">
<SDOBI lang="en"><B000><eptags><B001EP>ATBECHDEDKESFRGBGRITLILUNLSEMCPTIE......FI....CY..TR................................................</B001EP><B003EP>*</B003EP><B005EP>J</B005EP><B007EP>DIM360 Ver 2.15 (14 Jul 2008) -  2100000/0</B007EP></eptags></B000><B100><B110>1401547</B110><B120><B121>EUROPEAN PATENT SPECIFICATION</B121></B120><B130>B1</B130><B140><date>20120125</date></B140><B190>EP</B190></B100><B200><B210>02724568.7</B210><B220><date>20020502</date></B220><B240><B241><date>20031211</date></B241><B242><date>20051124</date></B242></B240><B250>en</B250><B251EP>en</B251EP><B260>en</B260></B200><B300><B310>0111431</B310><B320><date>20010511</date></B320><B330><ctry>GB</ctry></B330><B310>0128524</B310><B320><date>20011129</date></B320><B330><ctry>GB</ctry></B330></B300><B400><B405><date>20120125</date><bnum>201204</bnum></B405><B430><date>20040331</date><bnum>200414</bnum></B430><B450><date>20120125</date><bnum>201204</bnum></B450><B452EP><date>20110818</date></B452EP></B400><B500><B510EP><classification-ipcr sequence="1"><text>A63F  13/02        20060101AFI20021126BHEP        </text></classification-ipcr></B510EP><B540><B541>de</B541><B542>ANSTEUERUNG VON MEHREREN VORRICHTUNGEN</B542><B541>en</B541><B542>OPERATION OF A SET OF DEVICES</B542><B541>fr</B541><B542>ACTIONNEMENT D'UN ENSEMBLE DE DISPOSITIFS</B542></B540><B560><B561><text>EP-A- 0 508 939</text></B561><B561><text>EP-A- 0 848 553</text></B561><B561><text>WO-A-98/59282</text></B561><B561><text>DE-U- 29 922 084</text></B561><B561><text>US-A- 5 398 070</text></B561><B561><text>US-A- 5 887 118</text></B561><B561><text>US-A- 6 161 126</text></B561><B562><text>HUANG CH-H ET AL: "THE DESIGN OF A LOW COST MOTION CHAIR FOR VIDEO GAMES AND MPEG VIDEO PLAYBACK" , INTERNATIONAL CONFERENCE ON CONSUMER ELECTRONICS. 1996 DIGEST OF TECHNICAL PAPERS. ICCE. ROSEMONT, JUNE 5 - 7, 1996, INTERNATIONAL CONFERENCE ON CONSUMER ELECTRONICS. ICCE, NEW YORK, IEEE, US, VOL. CONF. 15, PAGE(S) 380-381 XP000732987 ISBN: 0-7803-3030-7 page 380 -page 381 figures 1,2</text></B562></B560></B500><B700><B720><B721><snm>EVES, David A.</snm><adr><str>Int. Octrooibureau B.V.,
Prof. Holstlaan 6</str><city>5656 AA  Eindhoven</city><ctry>NL</ctry></adr></B721><B721><snm>COLE, Richard S.</snm><adr><str>Int. Octrooibureau B.V,
Prof. Holstlaan 6</str><city>5656 AA  Eindhoven</city><ctry>NL</ctry></adr></B721></B720><B730><B731><snm>AMBX UK Limited</snm><iid>101078141</iid><irf>PHGB010195EP</irf><adr><str>2-8 Gloucester Road</str><city>Redhill
Surrey RH1 1FH</city><ctry>GB</ctry></adr></B731></B730><B740><B741><snm>Turner, Richard Charles</snm><sfx>et al</sfx><iid>101002039</iid><adr><str>29 Southcourt Avenue 
Leighton Buzzard,</str><city>Bedforshire  LU7 2QD</city><ctry>GB</ctry></adr></B741></B740></B700><B800><B840><ctry>AT</ctry><ctry>BE</ctry><ctry>CH</ctry><ctry>CY</ctry><ctry>DE</ctry><ctry>DK</ctry><ctry>ES</ctry><ctry>FI</ctry><ctry>FR</ctry><ctry>GB</ctry><ctry>GR</ctry><ctry>IE</ctry><ctry>IT</ctry><ctry>LI</ctry><ctry>LU</ctry><ctry>MC</ctry><ctry>NL</ctry><ctry>PT</ctry><ctry>SE</ctry><ctry>TR</ctry></B840><B860><B861><dnum><anum>IB2002001535</anum></dnum><date>20020502</date></B861><B862>en</B862></B860><B870><B871><dnum><pnum>WO2002092182</pnum></dnum><date>20021121</date><bnum>200247</bnum></B871></B870><B880><date>20040331</date><bnum>200414</bnum></B880></B800></SDOBI>
<description id="desc" lang="en"><!-- EPO <DP n="1"> -->
<p id="p0001" num="0001">This invention relates to a method of and apparatus for operating a set of devices. In particular this invention relates to receiving a signal produced by a computer program, the signal comprising a game world model, analysing the signal to produce a real-world description in the form of an instruction set of a markup-language, and operating the devices according to the description.</p>
<p id="p0002" num="0002">When playing a computer game, the user's experience of the game consists, in most cases, of the viewing of a simple display device while listening to the associated audio. Since the advent of computer games, it has been desired to augment this user experience. A number of ways of achieving this have been proposed, including head mounted displays, surround screen installations and game peripherals such as rumble pads. The object of these functional improvements has been to increase the user's immersion in the game environment, or game world model. However a number of problems are apparent with the known improvements, including the high cost of any extra devices, the fact that most solutions are proprietary and therefore not transferable between platforms, and that generally each solution adds only a small additional functionality to the game world.</p>
<p id="p0003" num="0003">Such a solution is shown in, for example, United States Patent <patcit id="pcit0001" dnum="US5887118A"><text>5887118</text></patcit>, which describes an olfactory card which comprises a PC card housing and a PC card connector supported by the PC card housing. The olfactory card includes a scent-producing member and an electrical component to activate the scent-producing member.</p>
<p id="p0004" num="0004"><patcit id="pcit0002" dnum="WO9859282A"><text>WO-98/59282</text></patcit> discloses a method and system for controlling a plurality of home devices which are connected to a network, where the devices share a common interface data format (HTML for example)</p>
<p id="p0005" num="0005">According to a first aspect of the invention, there is provided a method of operating a set of devices that make up a real-world representation system, comprising receiving a signal at a translator, the signal produced by a computer program and comprising at least part of a game world model that relates to the particular location that the user is currently experiencing, analysing said signal to produce a real-world description in the form of an instruction set of a markup language, interpreting the instructions of the real-world description at one or more of the devices to generate specific parameter adjustments and operating said devices according to said description, each device adjusting its parameter configuration accordingly.</p>
<p id="p0006" num="0006">According to a second aspect of the invention, there is provided an apparatus for operating a set of devices that make up a real-world representation system, comprising receiving means for receiving a signal at a translator, the signal produced by a computer program and comprising at least part of a game world model that relates to the particular location that the user is currently experiencing, and analysing means for analysing said signal to produce a real-world description in the form of an instruction set of a markup language and for interpreting the instructions of the real-world description at one or more of the devices to generate specific parameter adjustments at one or more of the devices.<!-- EPO <DP n="2"> --><!-- EPO <DP n="3"> --></p>
<p id="p0007" num="0007">The signal may be a broadcast signal or may be a signal produced by a computer program. The signal may comprise at least part of a game world model. The signal may comprise a video component. Preferably the description is distributed amongst said devices. The analysing can take place in real time, or can be carried out before it is needed, storing the real-world description locally and recalling that description on demand. The real-world description is preferably limited according to the functionality of the devices present in the set of devices.</p>
<p id="p0008" num="0008">Owing to the invention, it is possible to provide an enhanced experience of, for example, a computer game. By analysing the content of the signal making up the game and producing from it a real-world description in the form of an instruction set of a markup language, the description can be used to operate a set of devices that will augment the experience.</p>
<p id="p0009" num="0009">Embodiments of the invention will now be described, by way of example only, with reference to the accompanying drawings, in which:
<ul id="ul0001" list-style="none" compact="compact">
<li><figref idref="f0001">Figure 1</figref> is a schematic view of a method of operating a set of devices,</li>
<li><figref idref="f0002">Figure 2</figref> is a perspective view of a real-world representation system,<!-- EPO <DP n="4"> --></li>
<li><figref idref="f0003">Figure 3</figref> is a flowchart of a method of controlling a set of devices, and</li>
<li><figref idref="f0003">Figure 4</figref> is a flowchart of an alternative method of controlling a set of devices.</li>
</ul></p>
<p id="p0010" num="0010">The method of <figref idref="f0001">Figure 1</figref> illustrates how a user 2 of a computer game has their experience of the game augmented by the generation of a real-world description in the form of an instruction set of a markup language. This instruction set is used to operate a set of devices that make up a real-world representation system. The markup language is used, in general, to describe the real world elements associated with the virtual world of the computer game that fall outside the part of the visual field available to the user.</p>
<p id="p0011" num="0011">The user 2 views a display 3 of a PC that displays a video component of the computer game. The display 3 can be thought of as showing a rendered part 4 of a game world model 6. The part 4 is typically the portion of the game<!-- EPO <DP n="5"> --> world model 6 that relates to the particular location that the user is currently experiencing. As the user 2 "moves" around the game world, the part that is rendered changes accordingly.</p>
<p id="p0012" num="0012">A translator 7 receives a signal produced by a computer program, which comprises at least part of the game world model 6, and analyses the signal to produce a real-world description 8 in the form of an instruction set of a markup language. In this example, the analysing takes place in real time, the signal that the translator 7 receives being the entire model 6. The translator 7 analyses the signal to identify the environment that is presently being rendered on the display 3, and generates an appropriate real-world description, which is passed to a browser 9. The real-world description can be updated rapidly, as the game progresses. The browser 9 is either present on a local server, or is distributed amongst the set of devices.</p>
<p id="p0013" num="0013">The translator 7 could be a plug in unit for the apparatus running the computer program. The unit would comprise receiving means for receiving the signal and analysing means for analysing the signal to produce the real-world description. Additionally distributing means could be included for distributing the description to the devices in the set. Alternatively the translator 7 could be implemented in software.</p>
<p id="p0014" num="0014">The real-world description is provided by a markup language that communicates a description of physical environments and the objects within them, their relationship to the user, each other and to the physical space. Within a location that is enabled to produce a real-world experience, the instruction set of the markup language is interpreted by a device or devices to render the experience. Each device that is enabled contains a component that interprets the instruction set to the best of its capability.</p>
<p id="p0015" num="0015">The language contains a wide range of states that can be rendered by the devices in a real-world representation system. Such states relate to:-
<ul id="ul0002" list-style="bullet" compact="compact">
<li>Image display - specific images, streamed video</li>
<li>Audio - music, sound effects, voice</li>
<li>Mood - emotional, ambient, animated</li>
<li>Light - levels (relative/absolute), moods, colours, position, focus<!-- EPO <DP n="6"> --></li>
<li>Location - absolute, fantasy, generic type.</li>
</ul></p>
<p id="p0016" num="0016">Any information that relates to the game world experience can be expressed in this markup language. The browser 9 is arranged to interpret the description, which is then rendered by the devices in a real-world representation system.</p>
<p id="p0017" num="0017"><figref idref="f0002">Figure 2</figref> shows a real-world representation system comprising a set of devices including a display device 10, audio speakers 12, a lighting device 14, a heating device 16, walls 18 and the floor 20. These devices together contribute to make up the ambient environment, each device being arranged to provide one or more real-world parameters. For example, the lighting device 14 contributes colour tones as well as to the luminance level. The devices may be electronic or they may be purely mechanical. The devices are interconnected by either a wireless network or a wired network such as a powerline carrier network.</p>
<p id="p0018" num="0018">In addition to the display device 10, the walls 18 and floor 20 are provided with display functionality. This can be achieved either by the walls 18 and floor 20 being composed of fabric display material, or a centred ceiling projector can illuminate the visible portions of the walls 18 and the floor 20. It is also feasible to back light the walls 18 if the environment allows it.</p>
<p id="p0019" num="0019">The system of <figref idref="f0002">Figure 2</figref> is shown as being a room with a couch 22 for a user, the room being part of a private dwelling. However the room could be, for example, part of an entertainment complex or could form part of a public space. The devices making up the real-world representation system are arranged to receive a real-world description in the form of an instruction set of a markup language, the devices being operated according to said description.</p>
<p id="p0020" num="0020">In a first embodiment (outlined in the flowchart of <figref idref="f0003">Figure 3</figref>) this description is distributed amongst the devices. Each markup language enabled device operates in principally the same manner. For example, the lighting device 14 has receiving means for receiving the real-world description in the form of an instruction set of a markup language, the receiving means including part of the distributed browser 9 that interprets the instructions of the instruction set. The portion of the browser 9 in the receiving means<!-- EPO <DP n="7"> --> communicates with adjusting means that is arranged to adjust one or more parameters of the lighting device 14. For example, if the real-world description reads &lt;FOREST&gt;, &lt;SUMMER&gt;, &lt;EVENING&gt; then the part of the browser 9 in the receiving means interprets this into specific instructions relating to the colour tones and luminance level for the adjusting means to adjust their levels accordingly. In this example the likely colour tone would be a pleasant green and the light level would be low but warm. The browser 9 interprets instructions of a general type to generate specific parameter adjustments.</p>
<p id="p0021" num="0021">The description is received by all of the other parts of the distributed browser 9 in each of the other devices in the real-world representation system. Each device interprets the instructions and adjusts its parameter configuration accordingly. The greater number of enabled devices that are present in a particular environment the more realistic the end result will be. In particular the operability of the walls 18 and floor 20 as display devices will determine how immersed in the real-world representation the user feels.</p>
<p id="p0022" num="0022">In a second embodiment (outlined in the flowchart of <figref idref="f0003">Figure 4</figref>) the description is read at a local server, which can be a dedicated device or could be contained within the capability of a device that nominally has a different purpose. In this embodiment a browser 9 or operating system is present on the local server and interprets the instructions of the real-world description and generates specific parameter adjustments for communicating to the relevant device. In this way devices currently available can be used without the requirement that they be modified or purpose built for use in the real-world representation system.</p>
<p id="p0023" num="0023">By using the game world model 6 to generate a markup language representation of the user's location, it is possible to extend the experience of the virtual location into the real world. This could also include audio, for example, a user could hear a monster creep up behind them. If a rocket just missed a user and hit the wall behind them, the lights at this location will glow yellow and red, and synchronise with the audio stream.<!-- EPO <DP n="8"> --></p>
<p id="p0024" num="0024">An alternative way of operating the set of devices is to generate the real-world description before it is needed, storing the real-world description locally and recalling the description on demand.</p>
<p id="p0025" num="0025">The real-world description, whether generated in real-time or before it is needed can be limited according to the functionality of the devices present in the set of devices. This saves on processing time and resources.</p>
<p id="p0026" num="0026">The computer game that the user is playing need not have a video component. For example, the user may be playing an electronic board game and the translator 7 will use the game world model 6 associated with the board game to generate a description in markup language. This description is rendered by the browser 9 to augment the user's experience of the electronic board game.</p>
<p id="p0027" num="0027">The method of operating a set of devices can also be utilised when the signal received by the translator 7 comprises a broadcast signal. The creation of the description from a broadcast signal allows the user to be immersed in an environment that is linked to a broadcast that he is receiving, for example a broadcast television signal. For example, the user may be watching a computer generated animation, that includes in the broadcast stream a signal comprising the model of the content. This signal can be analysed by the translator 7 to produce a real-world description that is used to operate the devices making up the real-world representation system.</p>
<p id="p0028" num="0028">The user can operate a user interface to set limits on the operation of the devices in the system. For example, if the user wishes to set the volume of those devices with an audio capability to a specific range or set an upper limit on the volume then they can do so via the user interface. This prevents experiences becoming unpleasant for the user. The level of the light and the rate of any change in light intensity are also things that the user can control. All of the parameters of the system can be user defined. The user interface can be portable.</p>
</description>
<claims id="claims01" lang="en"><!-- EPO <DP n="9"> -->
<claim id="c-en-01-0001" num="0001">
<claim-text>A method of operating a set of devices (10, 12, 14, 16, 18, 20) that make up a real-world representation system, comprising receiving a signal at a translator (7), the signal produced by a computer program and comprising at least part of a game world model (6) that relates to the particular location that the user is currently experiencing, analysing said signal to produce a real-world description (8) in the form of an instruction set of a markup language, interpreting the instructions of the real-world description (8) at one or more of the devices (10 to 20) to generate specific parameter adjustments and operating said devices (10 to 20) according to said description (8), each device adjusting its parameter configuration accordingly.</claim-text></claim>
<claim id="c-en-01-0002" num="0002">
<claim-text>A method according to claim 1, wherein said signal comprises a video component.</claim-text></claim>
<claim id="c-en-01-0003" num="0003">
<claim-text>A method according to any preceding claim, and further comprising distributing said description (8) amongst said devices (10 to 20).</claim-text></claim>
<claim id="c-en-01-0004" num="0004">
<claim-text>A method according to any preceding claim, wherein said analysing takes place in real time.</claim-text></claim>
<claim id="c-en-01-0005" num="0005">
<claim-text>A method according to any one of claims 1 to 4, and further comprising storing said real-world description (8) locally and recalling said description on demand.</claim-text></claim>
<claim id="c-en-01-0006" num="0006">
<claim-text>A method according to any preceding claim, wherein said real-world description (8) is limited according to the functionality of the devices (10 to 20) present in the set of devices (10 to 20).<!-- EPO <DP n="10"> --></claim-text></claim>
<claim id="c-en-01-0007" num="0007">
<claim-text>Apparatus for operating a set of devices (10, 12, 14, 16, 18, 20) that make up a real-world representation system, comprising receiving means for receiving a signal at a translator (7), the signal produced by a computer program and comprising at least part of a game world model (6) that relates to the particular location that the user is currently experiencing, and analysing means for analysing said signal to produce a real-world description (8) in the form of an instruction set of a markup language and for interpreting the instructions of the real-world description (8) at one or more of the devices (10 to 20) to generate specific parameter adjustments at one or more of the devices (10 to 20).</claim-text></claim>
<claim id="c-en-01-0008" num="0008">
<claim-text>Apparatus according to claim 7, and further comprising distributing means for distributing said real-world description (8) amongst said devices (10 to 20).</claim-text></claim>
<claim id="c-en-01-0009" num="0009">
<claim-text>Apparatus according to claim 7 or 8, and further comprising a user interface.</claim-text></claim>
<claim id="c-en-01-0010" num="0010">
<claim-text>Apparatus according to claim 9, wherein said user interface is portable.</claim-text></claim><!-- EPO <DP n="11"> -->
</claims>
<claims id="claims02" lang="de"><!-- EPO <DP n="12"> -->
<claim id="c-de-01-0001" num="0001">
<claim-text>Eine Methode zum Betreiben eines ein Realwelt-Darstellungssystem bildenden Satzes von Geräten (10, 12, 14, 16, 18, 20), wobei die Methode den Empfang eines durch ein Computerprogramm erzeugten und mindestens Teil eines sich auf den vom Nutzer aktuell erlebten konkreten Standort beziehenden Spielweltmodells (6) umfassenden Signals an einem Umsetzer (7), die Analyse des besagten Signals zur Erzeugung einer Realwelt-Beschreibung (8) in Form eines Befehlssatzes in einer Markup-Sprache und die Auslegung der Befehle der Realwelt-Beschreibung (8) an einem oder mehreren der Geräte (10 bis 20) umfasst, um spezifische Parametrierungen zu generieren und besagte Geräte (10 bis 20) der besagten Beschreibung (8) entsprechend zu betreiben, wobei jedes Gerät seine Parameterkonfiguration entsprechend einstellt.</claim-text></claim>
<claim id="c-de-01-0002" num="0002">
<claim-text>Eine Anspruch 1 entsprechende Methode, bei welcher das besagte Signal eine Video-Komponente umfasst.</claim-text></claim>
<claim id="c-de-01-0003" num="0003">
<claim-text>Eine jeglichem vorstehenden Anspruch entsprechende Methode, die ferner die Verteilung der besagten Beschreibung (8) unter besagten Geräten (10 bis 20) umfasst.</claim-text></claim>
<claim id="c-de-01-0004" num="0004">
<claim-text>Eine jeglichem vorstehenden Anspruch entsprechende Methode, bei welcher die besagte Analyse in Echtzeit stattfindet.</claim-text></claim>
<claim id="c-de-01-0005" num="0005">
<claim-text>Eine irgendeinem der Ansprüche 1 bis 4 entsprechende Methode, die ferner die lokale Speicherung der besagten Realwelt-Beschreibung (8) sowie auf Anforderung den Abruf der besagten Beschreibung umfasst.</claim-text></claim>
<claim id="c-de-01-0006" num="0006">
<claim-text>Eine jeglichem vorstehenden Anspruch entsprechende Methode, bei welcher die besagte Realwelt-Beschreibung (8) je nach der in dem Satz<!-- EPO <DP n="13"> --> von Geräten (10 bis 20) gegebenen Funktionalität der Geräte (10 bis 20) begrenzt ist.</claim-text></claim>
<claim id="c-de-01-0007" num="0007">
<claim-text>Vorrichtung zum Betreiben eines ein Realwelt-Darstellungssystem bildenden Satzes von Geräten (10, 12, 14, 16, 18, 20), wobei diese Vorrichtung Empfangsmittel zum Empfang eines durch ein Computerprogramm erzeugten und mindestens Teil eines Spielweltmodells (6) umfassenden, sich auf den vom Nutzer aktuell erlebten konkreten Standort beziehenden Signals an einem Umsetzer (7) und Analysemittel zum Analysieren des besagten Signals zur Erzeugung einer Realwelt-Beschreibung (8) in Form eines Befehlssatzes in einer Markup-Sprache und zur Auslegung der Befehle der Realwelt-Beschreibung (8) an einem oder mehreren der Geräte (10 bis 20) umfasst, um spezifische Parametrierungen an einem oder mehreren der Geräte (10 bis 20) zu generieren.</claim-text></claim>
<claim id="c-de-01-0008" num="0008">
<claim-text>Eine Anspruch 7 entsprechende Vorrichtung, die ferner Verteilungsmittel zur Verteilung der besagten Echtwelt-Beschreibung (8) unter den besagten Geräten (10 bis 20) umfasst.</claim-text></claim>
<claim id="c-de-01-0009" num="0009">
<claim-text>Eine Anspruch 7 oder 8 entsprechende Vorrichtung, die ferner eine Nutzerschnittstelle umfasst.</claim-text></claim>
<claim id="c-de-01-0010" num="0010">
<claim-text>Eine Anspruch 9 entsprechende Vorrichtung, deren besagte Nutzerschnittstelle tragbar ist.</claim-text></claim>
</claims>
<claims id="claims03" lang="fr"><!-- EPO <DP n="14"> -->
<claim id="c-fr-01-0001" num="0001">
<claim-text>Procédé d'exploitation d'un ensemble de dispositifs (10, 12, 14, 16, 18, 20) qui forment un système de représentation du monde réel, consistant en la réception d'un signal au niveau d'un programme de traduction (7), le signal étant produit par un programme informatique et comprenant au moins une partie d'un modèle de monde du jeu (6) qui correspond à une localisation particulière dont l'utilisateur fait actuellement l'expérience, en l'analyse dudit signal de manière à produire une description du monde réel (8) sous la forme d'un ensemble d'instructions d'un langage de balisage, en l'interprétation des instructions de la description du monde réel (8) au niveau d'un ou de plusieurs des dispositifs (10 to 20) de manière à générer des ajustements de paramètres spécifiques et à exploiter lesdits dispositifs (10 à à 20) selon ladite description (8), chaque dispositif ajustant sa configuration de paramètres en conséquence.</claim-text></claim>
<claim id="c-fr-01-0002" num="0002">
<claim-text>Procédé selon la revendication 1, dans lequel ledit signal comprend un composant vidéo.</claim-text></claim>
<claim id="c-fr-01-0003" num="0003">
<claim-text>Procédé selon l'une quelconque des revendications précédentes et comprenant en outre la diffusion de ladite description (8) parmi lesdits dispositifs (10 à 20).</claim-text></claim>
<claim id="c-fr-01-0004" num="0004">
<claim-text>Procédé selon l'une quelconque des revendications précédentes, dans lequel ladite analyse a lieu en temps réel.</claim-text></claim>
<claim id="c-fr-01-0005" num="0005">
<claim-text>Procédé selon l'une quelconque des revendications 1 à 4, et comprenant en outre le stockage de ladite description du monde réel (8) à un niveau local et le rappel de ladite description sur demande.</claim-text></claim>
<claim id="c-fr-01-0006" num="0006">
<claim-text>Procédé selon l'une quelconque des revendications précédentes, dans lequel la description du monde réel (8) est limitée selon la<!-- EPO <DP n="15"> --> fonctionnalité des dispositifs (10 à 20) présents dans l'ensemble de dispositifs (10 à 20).</claim-text></claim>
<claim id="c-fr-01-0007" num="0007">
<claim-text>Appareil destiné à l'exploitation d'un ensemble de dispositifs (10, 12, 14, 16, 18, 20) qui forment un système de représentation du monde réel, consistant en des moyens de réception pour la réception d'un signal au niveau d'un programme de traduction (7), le signal étant produit par un programme informatique et comprenant au moins une partie d'un modèle de monde du jeu (6) qui correspond à une localisation particulière dont l'utilisateur fait actuellement l'expérience, et des moyens d'analyse pour l'analyse dudit signal de manière à produire une description du monde réel (8) sous la forme d'un ensemble d'instructions d'un langage de balisage et en l'interprétation des instructions de la description du monde réel (8) au niveau d'un ou de plusieurs des dispositifs (10 à 20) de manière à générer des ajustements de paramètres spécifiques au niveau d'un ou de plusieurs des dispositifs (10 à 20).</claim-text></claim>
<claim id="c-fr-01-0008" num="0008">
<claim-text>Appareil selon la revendication 7, et comprenant en outre des moyens de diffusion pour la diffusion de ladite description du monde réel (8) parmi lesdits dispositifs (10 à 20).</claim-text></claim>
<claim id="c-fr-01-0009" num="0009">
<claim-text>Appareil selon la revendication 7 ou 8, et comprenant en outre une interface utilisateur.</claim-text></claim>
<claim id="c-fr-01-0010" num="0010">
<claim-text>Appareil selon la revendication 9, dans lequel ladite interface utilisateur est portative.</claim-text></claim>
</claims>
<drawings id="draw" lang="en"><!-- EPO <DP n="16"> -->
<figure id="f0001" num="1"><img id="if0001" file="imgf0001.tif" wi="139" he="149" img-content="drawing" img-format="tif"/></figure><!-- EPO <DP n="17"> -->
<figure id="f0002" num="2"><img id="if0002" file="imgf0002.tif" wi="165" he="204" img-content="drawing" img-format="tif"/></figure><!-- EPO <DP n="18"> -->
<figure id="f0003" num="3,4"><img id="if0003" file="imgf0003.tif" wi="134" he="222" img-content="drawing" img-format="tif"/></figure>
</drawings>
<ep-reference-list id="ref-list">
<heading id="ref-h0001"><b>REFERENCES CITED IN THE DESCRIPTION</b></heading>
<p id="ref-p0001" num=""><i>This list of references cited by the applicant is for the reader's convenience only. It does not form part of the European patent document. Even though great care has been taken in compiling the references, errors or omissions cannot be excluded and the EPO disclaims all liability in this regard.</i></p>
<heading id="ref-h0002"><b>Patent documents cited in the description</b></heading>
<p id="ref-p0002" num="">
<ul id="ref-ul0001" list-style="bullet">
<li><patcit id="ref-pcit0001" dnum="US5887118A"><document-id><country>US</country><doc-number>5887118</doc-number><kind>A</kind></document-id></patcit><crossref idref="pcit0001">[0003]</crossref></li>
<li><patcit id="ref-pcit0002" dnum="WO9859282A"><document-id><country>WO</country><doc-number>9859282</doc-number><kind>A</kind></document-id></patcit><crossref idref="pcit0002">[0004]</crossref></li>
</ul></p>
</ep-reference-list>
</ep-patent-document>
